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e345spd

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Everything posted by e345spd

  1. Super Sampling is a brute-force Anti-Aliasing method. Something along the lines of 2x-4X SS (4x being a similar theoretical pixel fill to ~8MP, UHD/4k, though not at all comparable to true 4k rendering) plus FXAA is pretty much the only time I would enabled anything on top of a super-sampling technique. However, if you are achieving playable framerates and increased rendering quality, use it. That said, unless the engine's AA implementation is broken/insufficient, SS (no matter how 'dynamic') is going to be an inefficient solution for dealing with aliasing on a 1080p monitor.
  2. I think we should be able to provide specifications for the converter accurate enough to choose a functional replacement. Does anyone have an ffb2 currently disassembled that they can quickly grab readings from?
  3. It appears that I may just need one value changed from '0' to '1' under condition force for the generic device settings, though I'm mostly guessing here. Having trouble re-naming the device through the registry (really just an annoying permissions conflict), however assigning the proper device name should be a decent end-user fix once I resolve the conflict. We shall see I suppose.
  4. I agree with most of what you said, however: "That means no tearing and potentially much higher FPS than you could get with a traditional monitor." It means no tearing (provided you don't exceed whatever the maximum refresh rate of whatever specific gsync-scalar possessing monitor it is), at no point does it mean higher FPS unless you're buffering and subsequently flushing said buffer. Such actions would momentarily create a burst in framerate and increase input latency at the same time, as latency must be added to the rendering pipeline if you are exceeding the maximum refresh rate of your monitor and wish to maintain sync, including monitors with added gsync scalars. I'm not suggesting that such things happen with gsync, as it does not exhibit increased frame rates. Such behavior with buffering would be highly counter-productive to perceived smoothness. Gsync is about addressing dips below your native refresh rate and that's really the only time it provides any potential benefit, as some vsync implementations will choose hard numbers such as 120hz ideal, dropping to 60/~16.6 ms even if you're at 119 FPS (~8.3 ms) for the last frame. Note, not all vsync implementations are so drastic with their choices of semi-sync-able framerates. It seems it is not at all impossible to implement more granular solutions without any changes to hardware or specifications. At the very least, the situation as-is in most implementations could be improved. Some implementations are just the absolute minimum in terms of functionality. (note, I'm not referring to BoS here in any way, I haven't had time to mess with their vsync implementation yet)
  5. Well, since I can't edit my previous post, I shall just make a new one. Looks as though this should be the correct area to begin resolving this problem.... However... [default] //real default hardcoded, this is only description [const_force] axis_map="0","1","2","3","4","5","6","7","8"; axis_type="single"; max_offset=10000; min_offset=-10000; [end] [pereodic_force] axis_map="0","1","2","3","4","5","6","7","8"; axis_type="multi"; max_offset=10000; min_offset=-10000; pad_mode=false; [end] [condition_force] axis_map="0","1","2","3","4","5","6","7","8"; axis_type="multi"; max_offset=10000; min_offset=-10000; [end] [end] [microsoft] [const_force] axis_map="0","1","2","3","4","5","6","7","8"; axis_type="single"; max_offset=10000; min_offset=-10000; [end] [pereodic_force] axis_map="0","1","2","3","4","5","6","7","8"; axis_type="multi"; max_offset=10000; min_offset=-10000; [end] [condition_force] axis_map="1","0","2","3","4","5","6","7","8"; axis_type="multi"; max_offset=10000; min_offset=-10000; [end] [end] [sidewinder] [const_force] axis_map="0","1","2","3","4","5","6","7","8"; axis_type="single"; max_offset=10000; min_offset=-10000; [end] [pereodic_force] axis_map="0","1","2","3","4","5","6","7","8"; axis_type="multi"; max_offset=10000; min_offset=-10000; [end] [condition_force] axis_map="1","0","2","3","4","5","6","7","8"; axis_type="multi"; max_offset=10000; min_offset=-10000; [end] [end] [Logitech G940 Joystick] [const_force] axis_map="-0","1","2","3","4","5","6","7","8"; axis_type="single"; max_offset=10000; min_offset=-10000; [end] [pereodic_force] //id_map=0,1,2,3,4,5,6,7,8; axis_map="-0","1","2","3","4","5","6","7","8"; axis_type="single"; max_offset=10000; min_offset=-10000; amp_scale=1.1; [end] [condition_force] //id_map=0,1,2,3,4,5,6,7,8; axis_map="-0","1","2","3","4","5","6","7","8"; axis_type="mixed"; max_offset=10000; min_offset=-10000; [end] [end] [Logitech Force 3D Pro USB] [const_force] //id_map=0,1,2,3,4,5,6,7,8; axis_map="0","1","2","3","4","5","6","7","8"; axis_type="single"; max_offset=10000; min_offset=-10000; [end] [pereodic_force] //id_map=0,1,2,3,4,5,6,7,8; axis_map="0","1","2","3","4","5","6","7","8"; axis_type="single"; max_offset=10000; min_offset=-10000; [end] [condition_force] //id_map=0,1,2,3,4,5,6,7,8; axis_map="0","1","2","3","4","5","6","7","8"; axis_type="single"; max_offset=9500; min_offset=-9500; [end] [end] [Game Pad] [const_force] //id_map=0,1,2,3,4,5,6,7,8; axis_map="0","1","2","3","4","5","6","7","8"; axis_type="single"; max_offset=10000; min_offset=-10000; [end] [pereodic_force] //id_map=0,1,2,3,4,5,6,7,8; axis_map="0","1","2","3","4","5","6","7","8"; axis_type="single"; max_offset=10000; min_offset=-10000; pad_mode=true; amp_scale=15; [end] [condition_force] //id_map=0,1,2,3,4,5,6,7,8; axis_map="0","1","2","3","4","5","6","7","8"; axis_type="single"; max_offset=9500; min_offset=-9500; [end] [end] [Saitek P480 Rumble Pad] [const_force] //id_map=0,1,2,3,4,5,6,7,8; axis_map="0","1","2","3","4","5","6","7","8"; axis_type="single"; max_offset=10000; min_offset=-10000; [end] [pereodic_force] //id_map=0,1,2,3,4,5,6,7,8; axis_map="0","1","2","3","4","5","6","7","8"; axis_type="single"; max_offset=10000; min_offset=-10000; pad_mode=true; amp_scale=10; [end] [condition_force] //id_map=0,1,2,3,4,5,6,7,8; axis_map="0","1","2","3","4","5","6","7","8"; axis_type="single"; max_offset=9500; min_offset=-9500; [end] [end] [Saitek Dual Analog Rumble Pad] [const_force] //id_map=0,1,2,3,4,5,6,7,8; axis_map="0","1","2","3","4","5","6","7","8"; axis_type="single"; max_offset=10000; min_offset=-10000; [end] [pereodic_force] //id_map=0,1,2,3,4,5,6,7,8; axis_map="0","1","2","3","4","5","6","7","8"; axis_type="single"; max_offset=10000; min_offset=-10000; pad_mode=true; amp_scale=10; [end] [condition_force] //id_map=0,1,2,3,4,5,6,7,8; axis_map="0","1","2","3","4","5","6","7","8"; axis_type="single"; max_offset=9500; min_offset=-9500; [end] [end] [Logitech Cordless RumblePad 2 USB] [const_force] axis_map="0","1","2","3","4","5","6","7","8"; axis_type="single"; max_offset=10000; min_offset=-10000; [end] [pereodic_force] axis_map="0","1","2","3","4","5","6","7","8"; axis_type="multi"; max_offset=10000; min_offset=-10000; pad_mode=false; amp_scale=10; [end] [condition_force] axis_map="0","1","2","3","4","5","6","7","8"; axis_type="multi"; max_offset=10000; min_offset=-10000; [end] [end] 'real default 'hard coded'' eh? So this example config is not referenced at all, and I likely cannot resolve the issue myself without source access? This is rather unfortunate structuring...
  6. Actually, 4k is really not very difficult to render with a single GPU (if your GPU is truly intended for 4k rendering). Also, in almost all cases, 4k without or with very low levels of anti-aliasing looks significantly better than 1080p with very high levels of filtering. Often, AA implementations are highly inefficient and a single method of filtering does not necessarily address all instances of aliasing. The issue of pushing 8MP isn't as extreme as it may seem at first due to the fact that you no longer need to apply nearly as much inefficient filtering to achieve significantly better rendering quality. Adding additional scalar(s) and noticeably increasing input latency along with end-user cost is not the way to address dynamic refresh rates. Also...as for screen size, the higher DPI of a 28" UHD monitor is a benefit, not a negative. At some point, larger screens drastically reduce image quality unless you are a good distance away from the screen. In direct comparison, 1080p on 21" (as an example) looks very poor.
  7. Ahha, I see the ffb2 modders are indeed still alive. Anyways, I (and at least one other user who made a specific topic) have an issue with BoS and MSFFB2 force feedback axis reversal. Currently, when resting at the airfield and applying throttle, my ailerons tighten rather than the elevator. I'm sure other forces are reversed, however I haven't put in enough flight time in BoS to get a clear reading on the FFB effects. Currently, the only other flight-based game that exhibits this problem for me is warthunder. All other il-2 titles assign the axis correctly, as does P3D, FSX (naturally), RoF, DCS...etc. According to the other guy who created the specific topic (and received no replies), the issue stems from the device sometimes being reported as a generic x-button/y-axis device, rather than an msffb2 specifically. According to his post, if the device is presented properly, BoS will indeed automatically apply the FFB axis switch correctly. Currently, I do not know of a way to change how the device is presented to the device manager, as the generic driver is assigning the naming afaik. So... a setting exposed in some sort of configuration file seems to be in order, a UI FFB reverse option really isn't strictly necessary, I would rather have the manual fix available sooner. Anyways, if any of you have found a solution to this issue, please let me know. As for adjustment of FFB effects for the msffb2 in modern OSes, simffb (can be found on the DCS forums, along with source) can indeed adjust your forces, IF the end software doesn't completely override when directinput reinitializes. I haven't tested with BoS yet and I'm slightly reluctant to do too much messing about as I currently have the constant centering force disabled in WT and it can be rather difficult to get it disabled in the first place....To much messing about will often restore the hateful constant centering and I'm not entirely ready to abandon WT (yet). Anyways, I'm enjoying BoS so far but I'm also a little annoyed at the rather 'closed' nature of the UI (specifically rendering settings) and a rather lacking manual config without properly exposed options... All in good time I suppose...However, less options and control over my hardware are not desirable features in my book.
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